invaders cleanup, no more warnings
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parent
4f5ec4e8fc
commit
3bb82a2676
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@ -1,15 +1,13 @@
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#include <sysinit.h>
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#include <sysinit.h>
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#include <string.h>
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#include "basic/basic.h"
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#include "basic/basic.h"
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#include "basic/random.h"
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#include "lcd/render.h"
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#include "lcd/render.h"
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#include "lcd/display.h"
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#include "lcd/display.h"
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#include "lcd/allfonts.h"
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#include "lcd/allfonts.h"
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//void ReinvokeISP(void);
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//void EnableWatchdog(uint32_t ms);
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//void delayms(uint32_t ms);
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/**************************************************************************/
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/**************************************************************************/
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#define POS_PLAYER_Y 60
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#define POS_PLAYER_Y 60
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#define POS_PLAYER_X RESX/2-3
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#define POS_PLAYER_X RESX/2-3
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@ -20,11 +18,11 @@
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#define UFO_PROB 1024
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#define UFO_PROB 1024
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#define TYPE_PLAYER 1
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#define TYPE_PLAYER 1
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#define TYPE_ENEMY_A 3
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#define TYPE_ENEMY_A 3
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#define TYPE_ENEMY_B 2
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#define TYPE_ENEMY_B 2
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#define TYPE_ENEMY_C 4
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#define TYPE_ENEMY_C 4
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#define TYPE_UFO 5
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#define TYPE_UFO 5
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#define BUNKERS 3
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#define BUNKERS 3
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#define BUNKER_WIDTH 10
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#define BUNKER_WIDTH 10
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@ -52,16 +50,19 @@ struct gamestate {
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char key;
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char key;
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void init_game();
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void init_game();
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void init_enemy();
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void check_end();
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void check_end();
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void move_ufo();
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void move_ufo();
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void move_shot();
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void move_shots();
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void move_shots();
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void move_player();
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void move_player();
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void move_enemay();
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void move_enemy();
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void draw_score();
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void draw_score();
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void draw_bunker();
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void draw_bunker();
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void draw_player();
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void draw_player();
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void draw_enemy();
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void draw_enemy();
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void draw_shots();
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void draw_shots();
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void draw_sprite(char type, char x, char y);
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void draw_ufo();
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void draw_ufo();
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void screen_intro();
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void screen_intro();
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void screen_gameover();
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void screen_gameover();
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@ -163,7 +164,7 @@ void init_game(void) {
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game.score = 0;
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game.score = 0;
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init_enemy();
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init_enemy();
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for (char col=0; col<ENEMY_COLUMNS; col++){
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for (int col=0; col<ENEMY_COLUMNS; col++){
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game.shots_x[col] = DISABLED;
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game.shots_x[col] = DISABLED;
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}
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}
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@ -224,20 +225,7 @@ void move_shot() {
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return;
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return;
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}
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}
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//check for collision with bunker
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if (check_bunker(game.shot_x,game.shot_y-5,1 ))
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// for (int b=0; b<BUNKERS; b++) {
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// if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
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// game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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// game.shot_y<RESY-8 &&
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// game.shot_y>RESY-16) {
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// int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
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// if (game.bunker[b][offset]!=0) {
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// game.bunker[b][offset]&=game.bunker[b][offset]<<1;
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// game.shot_x=DISABLED;
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// }
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// }
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// }
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if (check_bunker(game.shot_x,game.shot_y-5,1 ))
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game.shot_x=DISABLED;
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game.shot_x=DISABLED;
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//check for collision with enemy, kill enemy if
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//check for collision with enemy, kill enemy if
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@ -254,6 +242,7 @@ void move_shot() {
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}
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}
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}
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}
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}
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}
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//check for collision with ufo
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//check for collision with ufo
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if (game.ufo != DISABLED &&
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if (game.ufo != DISABLED &&
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game.shot_x>game.ufo &&
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game.shot_x>game.ufo &&
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@ -271,10 +260,10 @@ void move_shot() {
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void move_shots() {
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void move_shots() {
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for (char col = 0; col<ENEMY_COLUMNS; col++){
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for (int col = 0; col<ENEMY_COLUMNS; col++){
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//No shot, maybe generate
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//No shot, maybe generate
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if (game.shots_x[col] == DISABLED) {
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if (game.shots_x[col] == DISABLED) {
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for (char row = 0; row<ENEMY_ROWS; row++) {
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for (int row = 0; row<ENEMY_ROWS; row++) {
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if (game.enemy_x[row][col] != DISABLED) {
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if (game.enemy_x[row][col] != DISABLED) {
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if(getRandom()%(game.alive*20/((game.level/3)+1))==0) {
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if(getRandom()%(game.alive*20/((game.level/3)+1))==0) {
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game.shots_x[col] = game.enemy_x[row][col]+5;
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game.shots_x[col] = game.enemy_x[row][col]+5;
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@ -294,20 +283,7 @@ void move_shots() {
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if (check_bunker(game.shots_x[col],game.shots_y[col],-1))
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if (check_bunker(game.shots_x[col],game.shots_y[col],-1))
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game.shots_x[col]=DISABLED;
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game.shots_x[col]=DISABLED;
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// for (int b=0; b<BUNKERS; b++) {
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// if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
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// game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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// game.shots_y[col]<RESY-8 &&
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// game.shots_y[col]>RESY-16) {
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// int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b])-1;
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// if (game.bunker[b][offset]!=0) {
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// game.bunker[b][offset]&=game.bunker[b][offset]>>1;
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// game.shots_x[col]=DISABLED;
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// }
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// }
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// }
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//check for collision with player
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//check for collision with player
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if (game.shots_y[col] >= RESY-13 &&
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if (game.shots_y[col] >= RESY-13 &&
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game.shots_x[col] > game.player+1 &&
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game.shots_x[col] > game.player+1 &&
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game.shots_x[col] < game.player+6) {
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game.shots_x[col] < game.player+6) {
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@ -369,25 +345,12 @@ void move_enemy() {
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game.killed = true;
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game.killed = true;
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}
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}
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check_bunker(pos,game.enemy_row_y[row]+8,-2);
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check_bunker(pos,game.enemy_row_y[row]+8,-2);
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//check for collision with bunker, dirty
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// for (int b=0; b<BUNKERS; b++) {
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// if (pos>=BUNKER_X[BUNKERS-1-b] &&
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// pos<=BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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// game.enemy_row_y[row]+8<RESY-8 &&
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// game.enemy_row_y[row]+8>RESY-16) {
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// int offset = BUNKER_WIDTH - (pos-BUNKER_X[BUNKERS-1-b]);
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// if (game.bunker[b][offset]!=0) {
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// game.bunker[b][offset]&=game.bunker[b][offset]>>2;
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// }
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// }
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// }
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//Are we at the beginning or end? Direction change
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//Are we at the beginning or end? Direction change
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if((pos <=0 && game.direction != 1) ||
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if((pos <=0 && game.direction != 1) ||
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(pos >=RESX-10 && game.direction == 1)){
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(pos >=RESX-10 && game.direction == 1)){
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game.direction = (game.direction==1)?-1:1;
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game.direction = (game.direction==1)?-1:1;
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for (char r = 0; r<ENEMY_ROWS; r++) {
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for (int r = 0; r<ENEMY_ROWS; r++) {
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game.enemy_row_y[r]+=game.level>=23?4:2;
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game.enemy_row_y[r]+=game.level>=23?4:2;
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}
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}
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return;
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return;
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@ -401,7 +364,6 @@ void move_enemy() {
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}
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}
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void draw_player() {
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void draw_player() {
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//draw_sprite(50, 20);
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draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y);
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draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y);
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}
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}
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@ -433,7 +395,7 @@ void draw_shots() {
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}
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}
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}
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}
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for (char col = 0; col < ENEMY_COLUMNS; col++) {
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for (int col = 0; col < ENEMY_COLUMNS; col++) {
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if (game.shots_x[col] != DISABLED) {
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if (game.shots_x[col] != DISABLED) {
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for (int length=0; length<=5; length++) {
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for (int length=0; length<=5; length++) {
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lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
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lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
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